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Fix issues when using turret while charging a grenade or using the mine detector
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commit
4b25e24a13
4 changed files with 14 additions and 11 deletions
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@ -3498,17 +3498,6 @@ void Player::DoUse(Event *ev)
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m_pVehicle->flags &= ~FL_GODMODE;
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}
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}
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if (!bWasInTurretOrVehicle && (m_pVehicle || m_pTurret)) {
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//
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// Added in OPM
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// Reset the legs and torso state.
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// This prevents players from using a turret and hold the weapon fire
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// to crouch with their weapon and become impossible to hit
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currentState_Legs = statemap_Legs->FindState("STAND");
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currentState_Torso = statemap_Torso->FindState("STAND");
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charge_start_time = 0;
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}
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}
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void Player::TouchStuff(pmove_t *pm)
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@ -5851,6 +5840,7 @@ void Player::NoclipCheat(Event *ev)
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// reset the state machine so that his animations are correct
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ResetState(NULL);
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charge_start_time = 0;
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} else {
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client->ps.feetfalling = false;
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movecontrol = MOVECONTROL_LEGS;
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@ -4624,6 +4624,14 @@ float Weapon::GetSpreadFactor(firemode_t mode)
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return fSpreadFactor;
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}
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//======================
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//Weapon::GetChargeFraction
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//======================
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float Weapon::GetChargeFraction(void) const
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{
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return charge_fraction;
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}
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//======================
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//Weapon::GetScriptOwner
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//======================
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@ -454,6 +454,7 @@ public:
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Listener *GetScriptOwner(void) override;
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float GetBulletRange(firemode_t firemode);
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float GetSpreadFactor(firemode_t firemode);
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float GetChargeFraction(void) const;
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firemode_t GetFireMode(void);
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qboolean IsSemiAuto(void);
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void DoneAnimating(Event *ev);
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@ -1500,6 +1500,10 @@ void TurretGun::P_TurretUsed(Player *player)
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m_vUserViewAng = player->GetViewAngles();
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if (fabs(AngleSubtract(m_vUserViewAng[1], angles[1])) <= m_fMaxUseAngle) {
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if (player->charge_start_time) {
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return;
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}
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P_TurretBeginUsed(player);
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flags &= ~FL_THINK;
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